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  1. odd physics(?) issue

    synthesis
    by synthesis · August 2010
    Yep! You can move stuff around easily with movable unchecked...so long as you use interpolate or change attribute or constrains (X and/or Y) as Orbz stated.
  2. Arggg Dilemma -- How To Cancel Touch Message ???

    netdzynr
    by netdzynr · August 2010
    Love the new attribute name: "Click-throughable" lol.
  3. Rotation to face an actor

    TraXsiv2
    by TraXsiv2 · August 2010
    So far I have two GAME attributes which are playerX and playerY. they are set to 0 and both are integers
  4. How to make a see-saw like platform?

    firemaplegames
    by firemaplegames · August 2010
    In the seesaw, constrain the X and Y position. That will keep it in place, and allow it to rotate when it collides with the player.
  5. Bullets In Gamesalad!?

    scitunes
    by scitunes · August 2010
    Now, to have the bullet go directly to an actor that has been selected could be trickier. You will need to have a game attribute for the X and the Y of the enemy actor. An easier way of doing this wou
  6. Arggg Dilemma -- How To Cancel Touch Message ???

    firemaplegames
    by firemaplegames · August 2010
    -----Change Attribute: game.busy To: true
  7. odd physics(?) issue

    Sparkyidr
    by Sparkyidr · August 2010
    pass the y value to an actor attribute called yposs, and then just constrained self.y to that.
  8. odd physics(?) issue

    firemaplegames
    by firemaplegames · August 2010
    In the platform, create an integer attribute called originalY.
  9. Arggg Dilemma -- How To Cancel Touch Message ???

    netdzynr
    by netdzynr · August 2010
    The top most actor sets a game attribute when it is touched that says it's "busy". On release, the top most actor waits 1 second before setting the busy attribute to false. So far
  10. odd physics(?) issue

    Sparkyidr
    by Sparkyidr · August 2010
    just means I will have to have an attribute called platform_y or some such, that can register the Y value of the platform when it's spawned. and then constrain the Y to that attribute.
  11. Joystick Help!!!

    chosenonestudios
    by chosenonestudios · August 2010
    You will have to go in and manually check every attribute in these actors and make sure they match exactly the actors from the demo.
  12. Joystick Help!!!

    quantumsheep
    by quantumsheep · August 2010
    You will have to go in and manually check every attribute in these actors and make sure they match exactly the actors from the demo.
  13. odd physics(?) issue

    chosenonestudios
    by chosenonestudios · August 2010
    Constrain the y value to a number? Or itself or something of the sort.
  14. A Jumping Ball as Main Character

    chosenonestudios
    by chosenonestudios · August 2010
    If you have it working the way you want I'd leave it like that. What I would recommend you do is to create a new actor with the size you, want say 50x50 and constrain this actors position to your main
  15. Lives And Reseting Scene?

    quantumsheep
    by quantumsheep · August 2010
    On your 'start' button, or where you've put the reset currently, change the attribute 'lives' to 3.
  16. Next scene after animation

    retired_38652959dd1b99f014fb6a5e65a56927
    by retired_38652959dd1b99f014fb6a5e65a56927 · August 2010
    The "Animation" behavior seems to be an advanced "Change Attribute" behavior. It's basically just swapping out images. So, use a "Rule" to change
  17. Next scene after animation

    quantumsheep
    by quantumsheep · August 2010
    Behaviour: Change attribute
  18. Hey Need Help On A High Score Then Show It In The Menu

    Chaser
    by Chaser · August 2010
    Change attribute high score to game.Score
  19. Interpolate freezes when using accelerate

    reddotinc
    by reddotinc · August 2010
    change attribute size.width to size.width+1
  20. Interpolate freezes when using accelerate

    UtopianGames
    by UtopianGames · August 2010
    We can simply use change attribute width and height but it doesn't look as good as interpolate (seeing them grow).
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